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Solarverse

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Everything posted by Solarverse

  1. Does Spring Attack not also break Hide?
  2. The name Time Warp (I don't like Time powers, wasn't a fan of them) just came available. I have no need for it, so it's up for grabs. I feel it should be used by a player who appreciated Time powers, sadly, I wasn't one of them. Enjoy! Two names total: Time Warp Tidal Wave
  3. Willpower is a defensive set with nice regeneration...and with IOs you can get decent resists as well. Overall, Willpower is Superior to Regen by means of survivability.
  4. Wasn’t there already a thread on this? I thought I remember it and you posting on this. Oh dear, I seemed to have lost another marble. Yes. One got buried. Doesn't matter. I seem to be the only one who cares anyway.
  5. Pretty much any ability that has an interrupt timer can be interrupted by collision. This is especially noticeable on a Stalker when charging up an Assassin Strike. If another player crashes in to you, your character moves about a foot or two and Assassin Strike interrupts. This can be replicated very easily.
  6. I am glad you have asked this, because I have been wondering the very same thing. It would sure make it easier to know what we can ask for and what would be a waste of time asking for. We dont even fully know what their development team consists of.
  7. That has been an issue since live. I have learned to work around that a long time ago. Just dont hit AS the very second you get in to position. Hit it at about .5 seconds afterwards.
  8. I'm sure. I have even replicated it under controlled situations. It's definitely collision that is interupting AS.
  9. I don't really see the need to scale these effects based on team size, to be honest. For 1), tanker solo-ability isn't really in question right now. I don't think it's needed at all, and it somewhat conflicts with 2) (since a solo tanker would need to still rely on an otherwise-inefficient attack chain while solo, but could shift into higher-efficiency chains while teaming). For 3) -- and I think a lot of us in this thread like the idea of a bodyguard effect, even if we don't know if anything like that can be attached to a team this way -- either no scaling or scaling in the opposite direction makes more sense. As proposed, the largest team also has the highest % of damage redirection, which makes the incoming damage the tanker has to mitigate scale up multiplicatively (from 1x0.01 at duo to 7x0.07 at full). I would rather see a flat value (something like 5%), but if it were to scale then something like 25-50% while duoing to ~5% while on a full team. Okay but... why does that mean their inherent should change? Their current inherent does do that job. Wait, didn't I read somewhere that a Tank's inherent ability is bugged and does not work properly? Or was this fixed?
  10. If you are like me, and are annoyed with Collision Mechanics interupting your Assassin Strike, then I urge you to support this thread. I don't feel this issue is something non-Stalkers care about, so we need Stalker players voicing their opinions. You will find the thread here. https://forums.homecomingservers.com/index.php/topic,5100.0.html
  11. Not sure if you were here back then, but Debt used to be worse...a lot worse. Debt used to be so extreme (I never had an issue with it) that players came to the forums to rage about debt...and I do mean rage. Debt was so bad in those days that I created a Fire/Stone Tank and named him DEBTINATOR. He was the only character I had who had a name with all CAPS. I farmed Wolves, Drek and Ninjas to wipe people's debt. Now, such a character would be pointless, since debt is minor at best.
  12. Best troll thread ever! ;D
  13. *Starts counting corners of the earth* Hey, wait a sec... LOL!
  14. I'm sure one of the SWG servers still have perma death for Jedi. Try that. I for one am not a fan of working hard to build a character just for that character to die forever. My rage would be real and felt across all four corners of the Earth.
  15. Honestly, I always felt like if you played Elec of any kind, that you should never again have any Endurance issues. For me, if they simply increased the amount of Endurance drained from enemies and increased the amount of Endurance returned to you, I would be tickled pink.
  16. First, most important, is that collision between two playing characters interrupts Assassin Strike. This happens quite often, since every melee player and his mother are rushing the boss in a fight...you are there before them, you set up for Assassin Strike, you start the animation, then half way through the animation, a Brute or Scrapper runs in and collision kicks in...moves you a couple feet and your Assassin Strike is interrupted. This has two consequences, resulting from a mechanic from an action you cannot control. When this happens, you have just A:wasted time setting up for the Assassin Strike that ended up interrupted and B: wasted a good amount of Endurance by activating a futile Assassin Strike. I would REALLY love to see this changed in some future patch. Second is more of a wish than an actual request, but...could we add an Electric Version of Psionic's Blade to Electric's Assassin's Strike? I would absolutely drool.
  17. Until about a month ago. That has changed. Now they grant full XP. However, if you kill them AFTER killing the AV, you get Blue Con XP instead of White Con.
  18. Sadly, I only have one... Frost Sting.
  19. Not true, if you activate the power from hide, you get the crit, even if you are hit before the animation completes...even if it breaks you from hide. This goes for all long animation abilities.
  20. Psionic is fairly useless for end game PvE, very useful in PvP, and good for leveling. What it needs is a triple damage type to bring it in line for PvE end game. Sonic damage, Psionic damage and Smashing damage. Split the damage evenly three ways and you have a winner.
  21. On my main, Solarverse, I am an Energy/Energy Blaster. Nothing more frustrating than when one of those CoT Fire Lords (forget the name) who pop invincible, and get a stack of defense per every melee character near him. I just want to scream, "If you guys move away from him, I can drop him in seconds!" But alas, it's miss, miss, miss, miss, miss, miss.....
  22. Plant/Fire/Fire Dom Mine - Stormheart Aegis Elec/SR Scrapper. Here is mine: @Solarverse Casket
  23. Sure makes a lot of sense. Scrappers have the highest base damage values, even more so than Brutes. So I can't say Scrappers don't have their appeal. However, over all, I would take a Stalker over a Scrapper if I had to chose based on damage alone. Stalkers seem to be the best melee class for single target damage, even in a sustained way. However, Brutes and Scrappers will out survive a Stalker, so their sustained damage would be more if the fight gets tough enough to take the Stalker down.
  24. Here is a build I threw together. This build here gets you 75% resist on Smashing, Lethal, Fire, Cold and Energy. 62.9% Negative, 23.8% Toxic and 70.1% Psionic. It also gives you a decent Regen, a Self Heal and a decent Endurance Regen. And I mean, come on...it's Spines. ;) | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1460;686;1372;HEX;| |78DA6594594F535110C7CF6D6F2905CA225BB1145A2C6D11A8ADE0831B488098088| |D243C98B8354D396243A5F5DE3EE893F2A07E0BD76721AE9FC3F563B824EED1A40E| |F7FF2F90B449F3BBF77F66E6CC9999733337E65A364F6F4C2BC33F5BCCD97676B99| |22BAE69CB93C9AD16F26EA554C36CCE5ED315AF3C7671319BD145AD93CBE5C2BAB6| |076AE29CBEA2D76D9D9C2FEA7CC52AE4B333D6B592A55A964AA5627251E7C47AB5C| |979592E6BBDD256D357B4655F2D94FDCE7B46AF14F21236385F2EE493E7C4ABB49E| |CDE4EC8AB66ED6720B482AC3F2DFF429FEAA2E9570299536D5A111301D038F6EDB1| |88E8D5B99F210171B0FD900A617DC8EED968FA6AA6A1AE795B3D675010C5F06C72F| |9297C063E2E3467C8FFB3BE2983FC89F60C32FF237D8F8077C26BE1EFA7ADE70ED2| |DD8FA0EEC7A0FEEFF407E049F8BAF17B97ABCF771D6830FC887E42370EC31F9043C| |21BE3EEEEB4B198ED694260F832D13E424D87A047C21BECDD857358F2A47EB9544F| |CD4FC096827C5AE0D7B986D51D4B97D988C81FBE264027C293E1D3C53C71D41C854| |F1BBE43D70E4963020BC4D6E8053E2DB89FD54E73872382E5A3773E8666F7AD89B1| |EF626C0DE04D89B21394B2F7C8C5E9E2F4ABE92787D9C8FBE32B4FEEBA40546FEA2| |C6917FE0B4F804995790713A648F10EB1FE24C0E702607BC642318E68C86BF21BF9| |0F80EB2D68351C41B146D88F18616D0A70367C90C19E4598298DBE894E1D473C687| |BBB47DA661D628C61AC558A3186B14678D5E8B4F82F72EF11471C736C1F12DF094D| |88C3AB7A9AA46C3D03A25CF24734F46A025A4E129D63B45BBF4199C3968EEDCEF6A| |FFEEF37660CCF75EAD2A3F95AA53D275CAC45E8593325967B568EE7C37E482A3974| |BE6CEF74119CCD5D72ECBCCF15393ACD3C760E42FBB9ACB606F5CEC898B3DFABCD7| |8FF7E7EBAE66D4F68A90FF010B2CCFB2| |-------------------------------------------------------------------| Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Casket: Level 50 Magic Stalker Primary Power Set: Spines Secondary Power Set: Electric Armor Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Medicine Ancillary Pool: Weapon Mastery Villain Profile: Level 1: Barb Swipe -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(48), Hct-Dmg(50) Level 1: Hide -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(48), GifoftheA-EndRdx/Rchg(48), ShlWal-ResDam/Re TP(50) Level 2: Lunge -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(33), TchofDth-Dmg/Rchg(46), TchofDth-Acc/Dmg/EndRdx(46) Level 4: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Max HP%(9) Level 6: Assassin's Impaler -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(9), SprStlGl-Acc/Dmg/Rchg(15), SprStlGl-Dmg/EndRdx/Rchg(21), SprStlGl-Acc/Dmg/EndRdx/Rchg(27), SprStlGl-Rchg/Hide%(27) Level 8: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(43), AdjTrg-ToHit/EndRdx/Rchg(43), AdjTrg-EndRdx/Rchg(43), AdjTrg-ToHit/EndRdx(45), AdjTrg-Rchg(45) Level 10: Static Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(11), Ags-EndRdx/Rchg(11), Ags-ResDam/EndRdx/Rchg(13), Ags-ResDam(13), Ags-Psi/Status(15) Level 12: Placate -- RechRdx-I(A) Level 14: Super Jump -- Jump-I(A) Level 16: Grounded -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-EndRdx/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(19), ImpArm-ResDam(19) Level 18: Impale -- Tmp-Acc/Dmg(A), Tmp-Dmg/EndRdx(40), Tmp-Dmg/Rchg(40), Slv-Acc/Dmg(42), Slv-Dmg/EndRdx/Rchg(42), Slv-Acc/Dmg/EndRdx/Rng(42) Level 20: Lightning Reflexes -- Run-I(A) Level 22: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(25) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 26: Ripper -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(29), Mlt-Dmg/Rchg(29), Obl-Dmg(34), Obl-Acc/Rchg(34) Level 28: Energize -- RechRdx-I(A) Level 30: Maneuvers -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(31), GifoftheA-Def/EndRdx/Rchg(31), GifoftheA-Def(31), GifoftheA-EndRdx/Rchg(33), Rct-ResDam%(33) Level 32: Aid Other -- Heal-I(A) Level 35: Aid Self -- DctWnd-Heal/EndRdx(A), DctWnd-Heal(36), DctWnd-Heal/Rchg(36), IntRdx-I(36), IntRdx-I(37), RgnTss-Regen+(37) Level 38: Power Surge -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(39), UnbGrd-ResDam/EndRdx/Rchg(40) Level 41: Throw Spines -- Dtn-Acc/Dmg(A), Dtn-Dmg/EndRdx(45), Dtn-Dmg/Rchg(46) Level 44: Power Sink -- EndMod-I(A) Level 47: Tactics -- EndRdx-I(A) Level 49: Physical Perfection -- EndMod-I(A), Mrc-Rcvry+(50) Level 1: Assassination Level 1: Brawl -- RechRdx-I(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- EndMod-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(3), DctWnd-Heal(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(34) ------------ ------------ Set Bonus Totals: 8.5% DamageBuff(Smashing) 8.5% DamageBuff(Lethal) 8.5% DamageBuff(Fire) 8.5% DamageBuff(Cold) 8.5% DamageBuff(Energy) 8.5% DamageBuff(Negative) 8.5% DamageBuff(Toxic) 8.5% DamageBuff(Psionic) 9.69% Defense(Smashing) 9.69% Defense(Lethal) 4.69% Defense(Fire) 4.69% Defense(Cold) 1.88% Defense(Psionic) 11.88% Defense(Melee) 4.69% Defense(AoE) 4.05% Max End 7.5% Enhancement(Max EnduranceDiscount) 15% Enhancement(RechargeTime) 24% Enhancement(Accuracy) 7.5% SpeedFlying 108.4 HP (9.01%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 147.5% MezResist(Held) 147.5% MezResist(Immobilized) 147.5% MezResist(Sleep) 147.5% MezResist(Stunned) 147.5% MezResist(Terrorized) 147.5% 10.5% (0.18 End/sec) Recovery 31.25% Resistance(Smashing) 32% Resistance(Fire) 32% Resistance(Cold) 24.5% Resistance(Energy) 24.5% Resistance(Negative) 20.75% Resistance(Toxic) 25.75% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 31.25% Resistance(Lethal) 7.5% SpeedRunning Edited for Corrupted File replacement
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